MANIFEST DESTINY 560group3 Abe Kim David Straily Jarrod Freeman Abdul Mod-Rokbi “The future of RTS games...”
What is it? › RTS(Real-time strategy) based game › based on Parker Brother’s board game RISK Micro-management of armies Income based model Strategic flanking maneuvers, unit allocation, combat stances, etc.. Considering Commando/King model as well…
Four races to choose from › Cyborg, Undead, Human & Orc Playing against 3 other races(played by AI) GOAL Eliminate other races and conquer all barracks.
Technical Aspects Dynamic Loading for Map Artificial Intelligence(AI) HUD & Minimap Control Graphics & Sound Installer Many more…
Ogre3d – Open Source Graphics Rendering Engine FMOD – Open Source Audio Library CEGUI – Open Source GUI Library
XML Scene Loading Custom Scripting; includes barracks and unit insertion management Modified version of the dotscene format
Units Flocking › Separation Try not to draw units at one same point › Avoidance Avoid running into other units › Cohesion Keeps groups moving together Enemy AI › Attacking algorithm – based on weight given and calculated
Flocking › based off Open-Steer code › Uses Proximity Databases to determine neighborhoods for regional unit detection. › Key to success is the balancing of numerous variables
Enemy AI › 3 Races controlled by AI › AI Works in One Group
HUD › User Interface for gameplay › Eg: › Create unit buttons › Pause Game › Gold Count › Unit Count › Unit & Barrack information
HUD Info display loaded from modified.scheme,.lookNfeel,.imageset &.tga files from CEGUI library. Then dynamically displayed in-game with statistics for each unit using same CEGUI interface. Contains individualized pictures and information for each Unit or Barrack selected by user.
Customized look/interface for each race HUMAN’S UNDEAD’S CYBORG’S ORC’S
Minimap › Mini world view of the game world › Unit small square › Barrack big square
Basic Controls › Mouse › Keyboard Camera Control › Scroll wheel Navigation › Keyboard arrow Change Map – in Intro Pause State – Pause Game, change background Volume Level, Exit to Menu
Enrich game play experience Animations › Skeleton based animations › are in separate skeleton files, must be loaded at runtime
Particle effects › read from a material file › generated dynamically based off specific variables set.
Special Units Have Particle Effects Blood Effect Upon Death Health Billboard › Show current health of a unit or a barrack
Terrain splatting › Can handle up to 10 different textures › Uses two alpha- maps › Blending between textures › Data-Driven
HYDRAX › generate a custom material file for the water. › D3D9 dependent though.
Enrich game play experience Implemented using FMOD library Sound effects unique to each race background. Background sound to help player enjoy the game.
Easy distribution MSI format (Windows Installer) Visual Studio Setup Deployment Tools Customized icon Features › Create shortcut › Uninstaller › Repair program